Why does my procedural texture look different after cell fracture?
When you use procedural textures the texture coordinates are based on the object's position, rotation and size. When you shatter the object it will turn into many objects with different position. It can be solved by using the Texture Coordinate node's Object output using a common object as reference. This will however not solve the problem once you move the parts away. The texture will "slide".
You will need to create UV coordinates and bake down your procedural texture to an image and have this applied as a new material.